/*
===========================================================================

Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).  

Wolf ET Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Wolf ET Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Wolf ET Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

// cg_multiview.c: Multiview handling
// ----------------------------------
// 02 Sep 02
// rhea@OrangeSmoothie.org
//
#include "cg_local.h"
#include "../ui/ui_shared.h"
#include "../game/bg_local.h"

void CG_CalcVrect( void );
void CG_DrawPlayerWeaponIcon( rectDef_t *rect, qboolean drawHighlighted, int align, vec4_t *refcolor );


// Explicit server command to add a view to the client's snapshot
void CG_mvNew_f( void ) {
	if ( cg.demoPlayback || trap_Argc() < 2 ) {
		return;
	} else {
		int pID;
		char aName[64];

		trap_Args( aName, sizeof( aName ) );
		pID = CG_findClientNum( aName );

		if ( pID >= 0 && !CG_mvMergedClientLocate( pID ) ) {
			trap_SendClientCommand( va( "mvadd %d\n", pID ) );
		}
	}
}

// Explicit server command to remove a view from the client's snapshot
void CG_mvDelete_f( void ) {
	if ( cg.demoPlayback ) {
		return;
	} else {
		int pID = -1;

		if ( trap_Argc() > 1 ) {
			char aName[64];

			trap_Args( aName, sizeof( aName ) );
			pID = CG_findClientNum( aName );
		} else {
			cg_window_t *w = cg.mvCurrentActive;
			if ( w != NULL ) {
				pID = ( w->mvInfo & MV_PID );
			}
		}

		if ( pID >= 0 && CG_mvMergedClientLocate( pID ) ) {
			trap_SendClientCommand( va( "mvdel %d\n", pID ) );
		}
	}
}


// Swap highlighted window with main view
void CG_mvSwapViews_f( void ) {
	if ( cg.mv_cnt >= 2 && cg.mvCurrentActive != cg.mvCurrentMainview ) {
		CG_mvMainviewSwap( cg.mvCurrentActive );
	}
}


// Shut down a window view for a particular MV client
void CG_mvHideView_f( void ) {
	if ( cg.mvCurrentActive == NULL || cg.mvCurrentMainview == cg.mvCurrentActive ) {
		return;
	}

	CG_mvFree( cg.mvCurrentActive->mvInfo & MV_PID );
}


// Activate a window view for a particular MV client
void CG_mvShowView_f( void ) {
	int i;

	for ( i = 0; i < cg.mvTotalClients; i++ ) {
		if ( cg.mvOverlay[i].fActive ) {
			if ( cg.mvOverlay[i].w == NULL ) {
				CG_mvCreate( cg.mvOverlay[i].pID );
				CG_mvOverlayUpdate();
			}
			return;
		}
	}
}

// Toggle a view window on/off
void CG_mvToggleView_f( void ) {
	int i;

	for ( i = 0; i < cg.mvTotalClients; i++ ) {
		if ( cg.mvOverlay[i].fActive ) {
			if ( cg.mvOverlay[i].w != NULL ) {
				CG_mvHideView_f();
			} else {
				CG_mvCreate( cg.mvOverlay[i].pID );
				CG_mvOverlayUpdate();
			}
			return;
		}
	}
}

// Toggle all views
void CG_mvToggleAll_f( void ) {
	if ( !cg.demoPlayback ) {
		trap_SendClientCommand( ( cg.mvTotalClients > 0 ) ? "mvnone\n" : "mvall\n" );
	}
}



////////////////////////////////////////////////
//
// Multiview Primitives
//
//

///////////////////////////////
// Create a new view window
//
void CG_mvCreate( int pID ) {
	cg_window_t *w;

	if ( CG_mvClientLocate( pID ) != NULL ) {
		return;
	}

	w = CG_windowAlloc( WFX_MULTIVIEW, 100 );
	if ( w == NULL ) {
		return;
	}

	// Window specific
	w->id = WID_NONE;
	w->x = ( cg.mv_cnt == 0 ) ? 0 : 30 + ( 12 * pID );
	w->y = ( cg.mv_cnt == 0 ) ? 0 : 300 + ( 5 * pID );
	w->w = ( cg.mv_cnt == 0 ) ? 640 : 128;
	w->h = ( cg.mv_cnt == 0 ) ? 480 : 96;
	w->mvInfo = ( pID & MV_PID ) | MV_SELECTED;
	w->state = ( cg.mv_cnt == 0 ) ? WSTATE_COMPLETE : WSTATE_START;

	if ( cg.mv_cnt == 0 ) {
		cg.mvCurrentMainview = w;
		cg.mvCurrentActive = cg.mvCurrentMainview;

		if ( cg_specHelp.integer > 0 && !cg.demoPlayback ) {
			CG_ShowHelp_On( &cg.spechelpWindow );
		}
	}

	cg.mv_cnt++;
}

///////////////////////////
// Delete a view window
//
void CG_mvFree( int pID ) {
	cg_window_t *w = CG_mvClientLocate( pID );

	if ( w != NULL ) {
		// Free it in mvDraw()
		w->targetTime = 100;
		w->time = trap_Milliseconds();
		w->state = WSTATE_SHUTDOWN;
	}
}

cg_window_t *CG_mvClientLocate( int pID ) {
	int i;
	cg_window_t *w;
	cg_windowHandler_t *wh = &cg.winHandler;

	for ( i = 0; i < wh->numActiveWindows; i++ ) {
		w = &wh->window[wh->activeWindows[i]];
		if ( ( w->effects & WFX_MULTIVIEW ) && ( w->mvInfo & MV_PID ) == pID ) {
			return( w );
		}
	}

	return( NULL );
}

// Swap a window-view with the main view
void CG_mvMainviewSwap( cg_window_t *av ) {
	int swap_pID = ( cg.mvCurrentMainview->mvInfo & MV_PID );

	cg.mvCurrentMainview->mvInfo = ( cg.mvCurrentMainview->mvInfo & ~MV_PID ) | ( av->mvInfo & MV_PID );
	av->mvInfo = ( av->mvInfo & ~MV_PID ) | swap_pID;

	CG_mvOverlayUpdate();
}


/////////////////////////////////////////////
// Track our list of merged clients
//
void CG_mvProcessClientList( void ) {
	int i, bit, newList = cg.snap->ps.powerups[PW_MVCLIENTLIST];

	cg.mvTotalClients = 0;

	for ( i = 0; i < MAX_MVCLIENTS; i++ ) {
		bit = 1 << i;
		if ( ( cg.mvClientList & bit ) != ( newList & bit ) ) {
			if ( ( newList & bit ) == 0 ) {
				CG_mvFree( i );
			}
			// If no active views at all, start up with the first one
			else if ( cg.mvCurrentMainview == NULL ) {
				CG_mvCreate( i );
			}
		}

		if ( newList & bit ) {
			cg.mvTotalClients++;
		}
	}

	cg.mvClientList = newList;
	CG_mvOverlayUpdate();
}


// Give handle to the current selected MV window
cg_window_t *CG_mvCurrent( void ) {
	int i;
	cg_window_t *w;
	cg_windowHandler_t *wh = &cg.winHandler;

	for ( i = 0; i < wh->numActiveWindows; i++ ) {
		w = &wh->window[wh->activeWindows[i]];
		if ( ( w->effects & WFX_MULTIVIEW ) && ( w->mvInfo & MV_SELECTED ) ) {
			return( w );
		}
	}

	return( NULL );
}

// Give handle to any MV window that isnt the mainview
cg_window_t *CG_mvFindNonMainview( void ) {
	int i;
	cg_window_t *w;
	cg_windowHandler_t *wh = &cg.winHandler;

	// First, find a non-windowed client
	for ( i = 0; i < cg.mvTotalClients; i++ ) {
		if ( cg.mvOverlay[i].w == NULL ) {
			cg.mvCurrentMainview->mvInfo = ( cg.mvCurrentMainview->mvInfo & ~MV_PID ) |
										   ( cg.mvOverlay[i].pID & MV_PID );

			CG_mvOverlayClientUpdate( cg.mvOverlay[i].pID, i );
			return( cg.mvCurrentMainview );
		}
	}

	// If none available, pull one from a window
	for ( i = 0; i < wh->numActiveWindows; i++ ) {
		w = &wh->window[wh->activeWindows[i]];
		if ( ( w->effects & WFX_MULTIVIEW ) && w != cg.mvCurrentMainview ) {
			CG_mvMainviewSwap( w );
			return( w );
		}
	}

	return( cg.mvCurrentMainview );
}




//////////////////////////////////////////////
//
//    Rendering/Display Management
//
//////////////////////////////////////////////


///////////////////////////////////////////////////
// Update all info for a merged client
//
void CG_mvUpdateClientInfo( int pID ) {

	if ( pID >= 0 && pID < MAX_MVCLIENTS && ( cg.mvClientList & ( 1 << pID ) ) ) {
		int weap = cg_entities[pID].currentState.weapon;
		int id = MAX_WEAPONS - 1 - ( pID * 2 );
		clientInfo_t *ci = &cgs.clientinfo[pID];
		playerState_t *ps = &cg.snap->ps;

		ci->health   = ( ps->ammo[id] )       & 0xFF;
		ci->hintTime = ( ps->ammo[id] >> 8 )  & 0x0F;
		ci->weapHeat = ( ps->ammo[id] >> 12 ) & 0x0F;

		ci->ammo        = ( ps->ammo[id - 1] )       & 0x3FF;
		ci->weaponState = ( ps->ammo[id - 1] >> 11 ) & 0x03;
		ci->fCrewgun    = ( ps->ammo[id - 1] >> 13 ) & 0x01;
		ci->cursorHint  = ( ps->ammo[id - 1] >> 14 ) & 0x03;

		ci->ammoclip   = ( ps->ammoclip[id - 1] )       & 0x1FF;
		ci->chargeTime = ( ps->ammoclip[id - 1] >> 9 )  & 0x0F;
		ci->sprintTime = ( ps->ammoclip[id - 1] >> 13 ) & 0x07;

		ci->weapHeat   = (int)( 100.0f * (float)ci->weapHeat / 15.0f );
		ci->chargeTime = ( ci->chargeTime == 0 ) ? -1 : (int)( 100.0f * (float)( ci->chargeTime - 1 ) / 15.0f );
		ci->hintTime   = ( ci->hintTime == 0 )   ? -1 : (int)( 100.0f * (float)( ci->hintTime - 1 ) / 15.0f );
		ci->sprintTime = ( ci->sprintTime == 0 ) ? -1 : (int)( 100.0f * (float)( ci->sprintTime - 1 ) / 7.0f );

		if ( ci->health == 0 ) {
			ci->weaponState = WSTATE_IDLE;
		}

		// Handle grenade pulsing for the main view
		if ( ci->weaponState != ci->weaponState_last ) {
			ci->weaponState_last = ci->weaponState;
			ci->grenadeTimeStart = ( ci->weaponState == WSTATE_FIRE && ( weap == WP_GRENADE_LAUNCHER || weap == WP_GRENADE_PINEAPPLE ) ) ? 4000 + cg.time : 0;
		}

		if ( ci->weaponState == WSTATE_FIRE && ( weap == WP_GRENADE_LAUNCHER || weap == WP_GRENADE_PINEAPPLE ) ) {
			ci->grenadeTimeLeft = ci->grenadeTimeStart - cg.time;
			if ( ci->grenadeTimeLeft < 0 ) {
				ci->grenadeTimeLeft = 0;
			}
		} else {ci->grenadeTimeLeft = 0;}
	}
}


////////////////////////////////
// Updates for main view
//
void CG_mvTransitionPlayerState( playerState_t* ps ) {
	int x, mult, pID = ( cg.mvCurrentMainview->mvInfo & MV_PID );
	centity_t* cent = &cg_entities[pID];
	clientInfo_t *ci = &cgs.clientinfo[pID];

	cg.predictedPlayerEntity.currentState = cent->currentState;
	ps->clientNum = pID;
	ps->weapon = cent->currentState.weapon;
	cg.weaponSelect = ps->weapon;

	cent->currentState.eType = ET_PLAYER;
	ps->eFlags = cent->currentState.eFlags;
	cg.predictedPlayerState.eFlags = cent->currentState.eFlags;
	cg.zoomedBinoc = ( ( cent->currentState.eFlags & EF_ZOOMING ) != 0 && ci->health > 0 );

	x = cent->currentState.teamNum;
	if ( x == PC_MEDIC ) {
		mult = cg.medicChargeTime[ci->team - 1];
	} else if ( x == PC_ENGINEER ) {
		mult = cg.engineerChargeTime[ci->team - 1];
	} else if ( x == PC_FIELDOPS )                                                                             {
		mult = cg.ltChargeTime[ci->team - 1];
	} else if ( x == PC_COVERTOPS )                                                                                                                                                   {
		mult = cg.covertopsChargeTime[ci->team - 1];
	} else { mult = cg.soldierChargeTime[ci->team - 1];}

	ps->curWeapHeat = (int)( (float)ci->weapHeat * 255.0f / 100.0f );
	ps->classWeaponTime = ( ci->chargeTime < 0 ) ? -1 : cg.time - (int)( (float)( mult * ci->chargeTime ) / 100.0f );

	// FIXME: moved to pmext
//	ps->sprintTime = (ci->sprintTime < 0) ? 20000 : (int)((float)ci->sprintTime / 100.0f * 20000.0f);

	ps->serverCursorHintVal = ( ci->hintTime < 0 ) ? 0 : ci->hintTime * 255 / 100;
	ps->serverCursorHint = BG_simpleHintsExpand( ci->cursorHint, ( ( x == 2 ) ? ci->hintTime : -1 ) );

	ps->stats[STAT_HEALTH] = ci->health;
	ps->stats[STAT_PLAYER_CLASS] = x;

	// Grenade ticks
	ps->grenadeTimeLeft = ci->grenadeTimeLeft;

	// Safe as we've already pull data before clobbering
	ps->ammo[BG_FindAmmoForWeapon( ps->weapon )] = ci->ammo;
	ps->ammoclip[BG_FindClipForWeapon( ps->weapon )] = ci->ammoclip;

	ps->persistant[PERS_SCORE] = ci->score;
	ps->persistant[PERS_TEAM] = ci->team;

	VectorCopy( cent->lerpOrigin, ps->origin );
	VectorCopy( cent->lerpAngles, ps->viewangles );
}

void CG_OffsetThirdPersonView( void );

///////////////////////////////////
// Draw the client view window
//
void CG_mvDraw( cg_window_t *sw ) {
	int pID = ( sw->mvInfo & MV_PID );
	int x, base_pID = cg.snap->ps.clientNum;
	refdef_t refdef;
	float rd_x, rd_y, rd_w, rd_h;
	float b_x, b_y, b_w, b_h;
	float s = 1.0f;
	centity_t *cent = &cg_entities[pID];


	memset( &refdef, 0, sizeof( refdef_t ) );
	memcpy( refdef.areamask, cg.snap->areamask, sizeof( refdef.areamask ) );

	CG_mvUpdateClientInfo( pID );
	cg.snap->ps.clientNum = pID;

	rd_x = sw->x;
	rd_y = sw->y;
	rd_w = sw->w;
	rd_h = sw->h;

	// Cool zoomin/out effect
	if ( sw->state != WSTATE_COMPLETE ) {
		int tmp = trap_Milliseconds() - sw->time;

		if ( sw->state == WSTATE_START ) {
			if ( tmp < sw->targetTime ) {
				s = (float)tmp / (float)sw->targetTime;
				rd_x += rd_w * 0.5f * ( 1.0f - s );
				rd_y += rd_h * 0.5f * ( 1.0f - s );
				rd_w *= s;
				rd_h *= s;
			} else {
				sw->state = WSTATE_COMPLETE;
			}
		} else if ( sw->state == WSTATE_SHUTDOWN ) {
			if ( tmp < sw->targetTime ) {
				s = (float)tmp / (float)sw->targetTime;
				rd_x += rd_w * 0.5f * s;
				rd_y += rd_h * 0.5f * s;
				s = 1.0f - s;
				rd_w *= s;
				rd_h *= s;
				if ( sw == cg.mvCurrentMainview ) {
					trap_R_ClearScene();
				}
			} else {
				// Main window is shutting down.
				// Try to swap it with another MV client, if available
				if ( sw == cg.mvCurrentMainview ) {
					sw = CG_mvFindNonMainview();
					if ( cg.mvTotalClients > 0 ) {
						cg.mvCurrentMainview->targetTime = 100;
						cg.mvCurrentMainview->time = trap_Milliseconds();
						cg.mvCurrentMainview->state = WSTATE_START;
					}

					// If we swap with a window, hang around so we can delete the window
					// Otherwise, if there are still active MV clients, don't close the mainview
					if ( sw == cg.mvCurrentMainview && cg.mvTotalClients > 0 ) {
						return;
					}
				}

				CG_windowFree( sw );

				// We were on the last viewed client when the shutdown was issued,
				// go ahead and shut down the mainview window *sniff*
				if ( --cg.mv_cnt <= 0 ) {
					cg.mv_cnt = 0;
					cg.mvCurrentMainview = NULL;

					if ( cg.spechelpWindow == SHOW_ON ) {
						CG_ShowHelp_Off( &cg.spechelpWindow );
					}
				}

				CG_mvOverlayUpdate();
				return;
			}
		}
	}

	b_x = rd_x;
	b_y = rd_y;
	b_w = rd_w;
	b_h = rd_h;

	CG_AdjustFrom640( &rd_x, &rd_y, &rd_w, &rd_h );

	refdef.x = rd_x;
	refdef.y = rd_y;
	refdef.width = rd_w;
	refdef.height = rd_h;

	refdef.fov_x = ( cgs.clientinfo[pID].health > 0 &&
					 ( /*cent->currentState.weapon == WP_SNIPERRIFLE ||*/ // ARNOUT: this needs updating?
						 ( cent->currentState.eFlags & EF_ZOOMING ) ) ) ?
				   cg_zoomDefaultSniper.value :
				   ( cgs.clientinfo[pID].fCrewgun ) ?
				   55 : cg_fov.integer;

	x = refdef.width / tan( refdef.fov_x / 360 * M_PI );
	refdef.fov_y = atan2( refdef.height, x ) * 360 / M_PI;

	refdef.rdflags = cg.refdef.rdflags;
	refdef.time = cg.time;

	AnglesToAxis( cent->lerpAngles, refdef.viewaxis );
	VectorCopy( cent->lerpOrigin, refdef.vieworg );
	VectorCopy( cent->lerpAngles, cg.refdefViewAngles );

	cg.refdef_current = &refdef;

	trap_R_ClearScene();

	if ( sw == cg.mvCurrentMainview && cg.renderingThirdPerson ) {
		cg.renderingThirdPerson = qtrue;
//		VectorCopy(cent->lerpOrigin, refdef.vieworg);
		CG_OffsetThirdPersonView();
		AnglesToAxis( cg.refdefViewAngles, refdef.viewaxis );
	} else {
		cg.renderingThirdPerson = qfalse;
		refdef.vieworg[2] += ( cent->currentState.eFlags & EF_CROUCHING ) ? CROUCH_VIEWHEIGHT : DEFAULT_VIEWHEIGHT;
	}

	CG_SetupFrustum();
	CG_DrawSkyBoxPortal( qfalse );

	if ( !cg.hyperspace ) {
		CG_AddPacketEntities();
		CG_AddMarks();
		CG_AddParticles();
		CG_AddLocalEntities();

		CG_AddSmokeSprites();
		CG_AddAtmosphericEffects();

		CG_AddFlameChunks();
		CG_AddTrails();     // this must come last, so the trails dropped this frame get drawn
	}

	if ( sw == cg.mvCurrentMainview ) {
		CG_DrawActive( STEREO_CENTER );
		if ( cg.mvCurrentActive == cg.mvCurrentMainview ) {
			trap_S_Respatialize( cg.clientNum, refdef.vieworg, refdef.viewaxis, qfalse );
		}

		cg.snap->ps.clientNum = base_pID;
		cg.refdef_current = &cg.refdef;
		cg.renderingThirdPerson = qfalse;
		return;
	}

	memcpy( refdef.areamask, cg.snap->areamask, sizeof( refdef.areamask ) );
	refdef.time = cg.time;
	trap_SetClientLerpOrigin( refdef.vieworg[0], refdef.vieworg[1], refdef.vieworg[2] );

	trap_R_RenderScene( &refdef );

	cg.refdef_current = &cg.refdef;


#if 0
	cg.refdef_current = &refdef;
	CG_DrawStringExt( 1, 1, ci->name, colorWhite, qtrue, qtrue, 8, 8, 0 );
	cg.refdef_current = &cg.refdef;
#endif

	CG_mvWindowOverlay( pID, b_x, b_y, b_w, b_h, s, sw->state, ( sw == cg.mvCurrentActive ) );
	if ( sw == cg.mvCurrentActive ) {
		trap_S_Respatialize( cg.clientNum, refdef.vieworg, refdef.viewaxis, qfalse );
	}

	cg.snap->ps.clientNum = base_pID;
}


////////////////////////////////////////////
// Simpler overlay for windows
//
void CG_mvWindowOverlay( int pID, float b_x, float b_y, float b_w, float b_h, float s, int wState, qboolean fSelected ) {
	int x;
	rectDef_t rect;
	float fw = 8.0f, fh = 8.0f;
	centity_t *cent = &cg_entities[pID];
	clientInfo_t *ci = &cgs.clientinfo[pID];
	const char *p_class = "?";
	vec4_t *noSelectBorder = &colorDkGrey;


	// Overlays for zoomed views
	if ( ci->health > 0 ) {
		/*if(cent->currentState.weapon == WP_SNIPERRIFLE) CG_mvZoomSniper(b_x, b_y, b_w, b_h);	// ARNOUT: this needs updating?
		else */if ( cent->currentState.eFlags & EF_ZOOMING ) {
			CG_mvZoomBinoc( b_x, b_y, b_w, b_h );
		}
	}

	// Text info
	fw *= s;
	fh *= s;
	x = cent->currentState.teamNum;
	if ( x == PC_SOLDIER ) {
		p_class = "^1S"; noSelectBorder = &colorMdRed;
	} else if ( x == PC_MEDIC )                                                                          {
		p_class = "^7M"; noSelectBorder = &colorMdGrey;
	} else if ( x == PC_ENGINEER )                                                                                                                                                        {
		p_class = "^5E"; noSelectBorder = &colorMdBlue;
	} else if ( x == PC_FIELDOPS )                                                                                                                                                                                                                                         {
		p_class = "^2F"; noSelectBorder = &colorMdGreen;
	} else if ( x == PC_COVERTOPS )                                                                                                                                                                                                                                                                                                                           {
		p_class = "^3C"; noSelectBorder = &colorMdYellow;
	}

	CG_DrawStringExt( b_x + 1, b_y + b_h - ( fh * 2 + 1 + 2 ), ci->name, colorWhite, qfalse, qtrue, fw, fh, 0 );
	CG_DrawStringExt( b_x + 1, b_y + b_h - ( fh + 2 ), va( "%s^7%d", CG_TranslateString( p_class ), ci->health ), colorWhite, qfalse, qtrue, fw, fh, 0 );

	p_class = va( "%d^1/^7%d", ci->ammoclip, ci->ammo );
	x = CG_DrawStrlen( p_class );
	CG_DrawStringExt( b_x + b_w - ( x * fw + 1 ), b_y + b_h - ( fh + 2 ), p_class, colorWhite, qfalse, qtrue, fw, fh, 0 );


	// Weapon icon
	rect.x = b_x + b_w - ( 50 + 1 );
	rect.y = b_y + b_h - ( 25 + fh + 1 + 2 );
	rect.w = 50;
	rect.h = 25;
	cg.predictedPlayerState.grenadeTimeLeft = 0;
	cg.predictedPlayerState.weapon = cent->currentState.weapon;
	CG_DrawPlayerWeaponIcon( &rect, ( ci->weaponState > WSTATE_IDLE ), ITEM_ALIGN_RIGHT,
							 ( ( ci->weaponState == WSTATE_SWITCH ) ? &colorWhite :
							   ( ci->weaponState == WSTATE_FIRE ) ? &colorRed :
							   &colorYellow ) );

	// Sprint charge info
	if ( ci->sprintTime >= 0 ) {
		p_class = va( "^2S^7%d%%", ci->sprintTime );
		rect.y -= ( fh + 1 );
		x = CG_DrawStrlen( p_class );
		CG_DrawStringExt( b_x + b_w - ( x * fw + 1 ), rect.y, p_class, colorWhite, qfalse, qtrue, fw, fh, 0 );
	}

	// Weapon charge info
	if ( ci->chargeTime >= 0 ) {
		p_class = va( "^1C^7%d%%", ci->chargeTime );
		rect.y -= ( fh + 1 );
		x = CG_DrawStrlen( p_class );
		CG_DrawStringExt( b_x + b_w - ( x * fw + 1 ), rect.y, p_class, colorWhite, qfalse, qtrue, fw, fh, 0 );
	}

	// Cursorhint work
	if ( ci->hintTime >= 0 ) {
		p_class = va( "^3W:^7%d%%", ci->hintTime );
		rect.y -= ( fh + 1 );
		x = CG_DrawStrlen( p_class );
		CG_DrawStringExt( b_x + ( b_w - ( x * ( fw - 1 ) ) ) / 2, b_y + b_h - ( fh + 2 ), p_class, colorWhite, qfalse, qtrue, fw - 1, fh - 1, 0 );
	}

	// Finally, the window border
	if ( fSelected && wState == WSTATE_COMPLETE ) {
		int t = trap_Milliseconds() & 0x07FF;   // 2047
		float scale;
		vec4_t borderColor;

		if ( t > 1024 ) {
			t = 2047 - t;
		}
		memcpy( &borderColor, *noSelectBorder, sizeof( vec4_t ) );
		scale = ( (float)t / 1137.38f ) + 0.5f;
		if ( scale <= 1.0 ) {
			borderColor[0] *= scale;
			borderColor[1] *= scale;
			borderColor[2] *= scale;
		} else {
			scale -= 1.0;
			borderColor[0] = ( borderColor[0] + scale > 1.0 ) ? 1.0 : borderColor[0] + scale;
			borderColor[1] = ( borderColor[1] + scale > 1.0 ) ? 1.0 : borderColor[1] + scale;
			borderColor[2] = ( borderColor[2] + scale > 1.0 ) ? 1.0 : borderColor[2] + scale;
		}
		CG_DrawRect( b_x - 1, b_y - 1, b_w + 2, b_h + 2, 2, borderColor );
	} else {
		CG_DrawRect( b_x - 1, b_y - 1, b_w + 2, b_h + 2, 2, *noSelectBorder );
	}
}




////////////////////////////////////////////////////
//
//            MV Text Overlay Handling
//
////////////////////////////////////////////////////

char *strClassHighlights[] =
{
	S_COLOR_RED,    S_COLOR_MDRED,      // Soldier
	S_COLOR_WHITE,  S_COLOR_MDGREY,     // Medic
	S_COLOR_BLUE,   S_COLOR_MDBLUE,     // Engineer
	S_COLOR_GREEN,  S_COLOR_MDGREEN,    // Lt.
	S_COLOR_YELLOW, S_COLOR_MDYELLOW    // CovertOps
};


// Update a particular client's info
void CG_mvOverlayClientUpdate( int pID, int index ) {
	cg_window_t *w;

	cg.mvOverlay[index].pID = pID;
	cg.mvOverlay[index].classID = cg_entities[pID].currentState.teamNum;
	w = CG_mvClientLocate( pID );
	cg.mvOverlay[index].w = w;
	if ( w != NULL ) {
		strcpy( cg.mvOverlay[index].info, va( "%s%s%2d",
											  strClassHighlights[cg.mvOverlay[index].classID * 2],
											  ( w == cg.mvCurrentMainview ) ? "*" : "",
											  pID )
				);
	} else {
		strcpy( cg.mvOverlay[index].info, va( "%s%2d",
											  strClassHighlights[( cg.mvOverlay[index].classID * 2 ) + 1],
											  pID )
				);
	}

	cg.mvOverlay[index].width = CG_DrawStrlen( cg.mvOverlay[index].info ) * MVINFO_TEXTSIZE;
}

// Update info on all clients received for display/cursor interaction
void CG_mvOverlayUpdate( void ) {
	int i, cnt;

	for ( i = 0, cnt = 0; i < MAX_MVCLIENTS && cnt < cg.mvTotalClients; i++ ) {
		if ( cg.mvClientList & ( 1 << i ) ) {
			CG_mvOverlayClientUpdate( i, cnt++ );
		}
	}
}

// See if we have the client in our snapshot
qboolean CG_mvMergedClientLocate( int pID ) {
	int i;

	for ( i = 0; i < cg.mvTotalClients; i++ ) {
		if ( cg.mvOverlay[i].pID == pID ) {
			return( qtrue );
		}
	}

	return( qfalse );
}

// Display available client info
void CG_mvOverlayDisplay( void ) {
	int j, i, x, y, pID;
	cg_mvinfo_t *o;


	if ( cg.mvTotalClients < 1 ) {
		return;
	}

	y = MVINFO_TOP - ( 2 * ( MVINFO_TEXTSIZE + 1 ) );

	for ( j = TEAM_AXIS; j <= TEAM_ALLIES; j++ ) {
		cg.mvTotalTeam[j] = 0;
		for ( i = 0; i < cg.mvTotalClients; i++ ) {
			o = &cg.mvOverlay[i];
			pID = o->pID;

			if ( cgs.clientinfo[pID].team != j ) {
				continue;
			}

			if ( cg.mvTotalTeam[j] == 0 ) {
				char *flag = ( j == TEAM_AXIS ) ? "ui/assets/ger_flag.tga" : "ui/assets/usa_flag.tga";
				y += 2 * ( MVINFO_TEXTSIZE + 1 );
				CG_DrawPic( MVINFO_RIGHT - ( 2 * MVINFO_TEXTSIZE ), y, 2 * MVINFO_TEXTSIZE, MVINFO_TEXTSIZE, trap_R_RegisterShaderNoMip( flag ) );
			}

			// Update team list info for mouse detection
			cg.mvTeamList[j][( cg.mvTotalTeam[j] )] = i;
			cg.mvTotalTeam[j]++;

			// Update any class changes
			if ( o->classID != cg_entities[pID].currentState.teamNum ) {
				CG_mvOverlayClientUpdate( o->pID, i );
			}

			x = MVINFO_RIGHT - o->width;
			y += MVINFO_TEXTSIZE + 1;

			if ( o->fActive ) {
				CG_FillRect( x - 1, y, o->width + 2, MVINFO_TEXTSIZE + 2, colorMdYellow );

				// Draw name info only if we're hovering over the text element
				if ( !( cg.mvCurrentActive->mvInfo & MV_SELECTED ) || cg.mvCurrentActive == cg.mvCurrentMainview ) {
					int w = CG_DrawStrlen( cgs.clientinfo[pID].name ) * ( MVINFO_TEXTSIZE - 1 );

					CG_FillRect( x - 1 - w - 6, y + 1, w + 2, MVINFO_TEXTSIZE - 1 + 2, colorMdGrey );
					CG_DrawStringExt( x - w - 6, y + 1,
									  cgs.clientinfo[pID].name,
									  colorYellow, qtrue, qtrue,
									  MVINFO_TEXTSIZE - 1,
									  MVINFO_TEXTSIZE - 1, 0 );
				}
			}

			CG_DrawStringExt( x, y, o->info,
							  colorWhite, qfalse, qtrue,
							  MVINFO_TEXTSIZE,
							  MVINFO_TEXTSIZE, 0 );
		}
	}
}



//////////////////////////////////////
//
// Wolf-specific utilities
//
//////////////////////////////////////
void CG_mvZoomSniper( float x, float y, float w, float h ) {
	float ws = w / 640;
	float hs = h / 480;

	// sides
	CG_FillRect( x, y, 80.0f * ws, 480.0f * hs, colorBlack );
	CG_FillRect( x + 560.0f * ws, y, 80.0f * ws, 480.0f * hs, colorBlack );

	// center
	if ( cgs.media.reticleShaderSimple ) {
		CG_DrawPic( x + 80.0f * ws, y, 480.0f * ws, 480.0f * hs, cgs.media.reticleShaderSimple );
	}

	// hairs
	CG_FillRect( x + 84.0f * ws,  y + 239.0f * hs, 177.0f * ws, 2.0f, colorBlack );   // left
	CG_FillRect( x + 320.0f * ws, y + 242.0f * hs, 1.0f,        58.0f * hs, colorBlack ); // center top
	CG_FillRect( x + 319.0f * ws, y + 300.0f * hs, 2.0f,        178.0f * hs, colorBlack );    // center bot
	CG_FillRect( x + 380.0f * ws, y + 239.0f * hs, 177.0f * ws, 2.0f, colorBlack );   // right
}


void CG_mvZoomBinoc( float x, float y, float w, float h ) {
	float ws = w / 640;
	float hs = h / 480;

	// an alternative.  This gives nice sharp lines at the expense of a few extra polys
	if ( cgs.media.binocShaderSimple ) {
		CG_DrawPic( x, y, 640.0f * ws, 480.0f * ws, cgs.media.binocShaderSimple );
	}

	CG_FillRect( x + 146.0f * ws, y + 239.0f * hs, 348.0f * ws, 1, colorBlack );

	CG_FillRect( x + 188.0f * ws, y + 234.0f * hs, 1, 13.0f * hs, colorBlack );   // ll
	CG_FillRect( x + 234.0f * ws, y + 226.0f * hs, 1, 29.0f * hs, colorBlack );   // l
	CG_FillRect( x + 274.0f * ws, y + 234.0f * hs, 1, 13.0f * hs, colorBlack );   // lr
	CG_FillRect( x + 320.0f * ws, y + 213.0f * hs, 1, 55.0f * hs, colorBlack );   // center
	CG_FillRect( x + 360.0f * ws, y + 234.0f * hs, 1, 13.0f * hs, colorBlack );   // rl
	CG_FillRect( x + 406.0f * ws, y + 226.0f * hs, 1, 29.0f * hs, colorBlack );   // r
	CG_FillRect( x + 452.0f * ws, y + 234.0f * hs, 1, 13.0f * hs, colorBlack );   // rr
}
